Adjust the special renderer a bit and make it disappear when Elytra flying because it looks stupid

This commit is contained in:
Ellpeck 2016-08-07 00:02:26 +02:00
parent 4383c2768e
commit 168d21010b

View file

@ -10,20 +10,15 @@
package de.ellpeck.actuallyadditions.mod.misc.special;
import de.ellpeck.actuallyadditions.mod.proxy.ClientProxy;
import de.ellpeck.actuallyadditions.mod.util.AssetUtil;
import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EnumPlayerModelParts;
import net.minecraft.init.Blocks;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.util.math.Vec3d;
import java.util.Calendar;
public class RenderSpecial{
private final ItemStack theThingToRender;
@ -33,45 +28,38 @@ public class RenderSpecial{
}
public void render(EntityPlayer player, float partialTicks){
if(player.isInvisible() || !player.isWearing(EnumPlayerModelParts.CAPE)){
if(player.isInvisible() || !player.isWearing(EnumPlayerModelParts.CAPE) || player.isElytraFlying()){
return;
}
boolean isBlock = this.theThingToRender.getItem() instanceof ItemBlock;
float size = isBlock ? 0.5F : 0.4F;
double offsetUp = isBlock ? 0D : 0.1875D;
double bobHeight = 0.3;
double boop = Minecraft.getSystemTime()/1000D;
GlStateManager.pushMatrix();
Vec3d currentPos = Minecraft.getMinecraft().thePlayer.getPositionEyes(partialTicks);
Vec3d playerPos = player.getPositionEyes(partialTicks);
GlStateManager.translate(playerPos.xCoord-currentPos.xCoord, playerPos.yCoord-currentPos.yCoord-(player.isSneaking() || Minecraft.getMinecraft().thePlayer.isSneaking() ? 0.125D : 0D), playerPos.zCoord-currentPos.zCoord);
GlStateManager.translate(playerPos.xCoord-currentPos.xCoord, playerPos.yCoord-currentPos.yCoord, playerPos.zCoord-currentPos.zCoord);
GlStateManager.translate(0D, 2.435D+offsetUp, 0D);
GlStateManager.translate(0D, 2.375D-(player.isSneaking() ? 0.125D : 0D)+(isBlock ? 0D : 0.1875D), 0D);
GlStateManager.rotate(180F, 1.0F, 0.0F, 1.0F);
float size = isBlock ? 0.5F : 0.4F;
GlStateManager.scale(size, size, size);
//Make the floaty stuff look nice using sine waves \o/ -xdjackiexd
//Peck edit: What do you mean by "nice" you jackass? >_>
GlStateManager.translate(0D, Math.sin(boop%(2*Math.PI))*bobHeight, 0D);
double boop = Minecraft.getSystemTime()/1000D;
GlStateManager.translate(0D, Math.sin(boop%(2*Math.PI))*0.25, 0D);
GlStateManager.rotate((float)(((boop*40D)%360)), 0, 1, 0);
GlStateManager.disableLighting();
if(this.theThingToRender != null){
if(isBlock){
GlStateManager.rotate(180F, 1F, 0F, 0F);
AssetUtil.renderBlockInWorld(Block.getBlockFromItem(this.theThingToRender.getItem()), this.theThingToRender.getItemDamage());
}
else{
GlStateManager.pushMatrix();
GlStateManager.pushMatrix();
if(!isBlock){
GlStateManager.translate(0D, 0.5D, 0D);
GlStateManager.rotate(180F, 1F, 0F, 0F);
AssetUtil.renderItemInWorld(this.theThingToRender);
GlStateManager.popMatrix();
}
GlStateManager.rotate(180F, 1F, 0F, 0F);
AssetUtil.renderItemInWorld(this.theThingToRender);
GlStateManager.popMatrix();
}
GlStateManager.enableLighting();